/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace
{
//Memory pool used to allocate new RenderItems. Memory used by this pool will be released when shutting down DALi
-Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem> gRenderItemPool;
+Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem>& GetRenderItemPool()
+{
+ static Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem> gRenderItemPool;
+ return gRenderItemPool;
+}
} // namespace
+
namespace Dali
{
namespace Internal
{
RenderItem* RenderItem::New()
{
- return new(gRenderItemPool.AllocateRaw()) RenderItem();
+ return new(GetRenderItemPool().AllocateRaw()) RenderItem();
+}
+
+RenderItemKey RenderItem::NewKey()
+{
+ void* ptr = GetRenderItemPool().AllocateRaw();
+ auto key = GetRenderItemPool().GetKeyFromPtr(static_cast<RenderItem*>(ptr));
+ new(ptr) RenderItem();
+ return RenderItemKey(key);
}
RenderItem::RenderItem()
: mModelMatrix(false),
mModelViewMatrix(false),
- mColor(Vector4::ZERO),
mSize(),
- mRenderer(nullptr),
+ mRenderer{},
mNode(nullptr),
mTextureSet(nullptr),
mDepthIndex(0),
RenderItem::~RenderItem() = default;
-ClippingBox RenderItem::CalculateTransformSpaceAABB(const Matrix& transformMatrix, const Vector3& size)
+RenderItem* RenderItem::Get(RenderItemKey::KeyType key)
+{
+ return GetRenderItemPool().GetPtrFromKey(key);
+}
+
+RenderItemKey RenderItem::GetKey(const RenderItem& renderItem)
+{
+ return RenderItemKey(GetRenderItemPool().GetKeyFromPtr(const_cast<RenderItem*>(&renderItem)));
+}
+
+RenderItemKey RenderItem::GetKey(RenderItem* renderItem)
+{
+ return RenderItemKey(GetRenderItemPool().GetKeyFromPtr(renderItem));
+}
+
+ClippingBox RenderItem::CalculateTransformSpaceAABB(const Matrix& transformMatrix, const Vector3& position, const Vector3& size)
{
// Calculate extent vector of the AABB:
const float halfActorX = size.x * 0.5f;
// We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
// We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
// Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
- Vector2 corners[4]{Transform2D(transformMatrix, -halfActorX, -halfActorY),
- Transform2D(transformMatrix, halfActorX, -halfActorY),
- Transform2D(transformMatrix, halfActorX, halfActorY)};
+ Vector2 corners[4]{Transform2D(transformMatrix, -halfActorX + position.x, -halfActorY + position.y),
+ Transform2D(transformMatrix, halfActorX + position.x, -halfActorY + position.y),
+ Transform2D(transformMatrix, halfActorX + position.x, halfActorY + position.y)};
// As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
return ClippingBox(x, y, z - x, fabsf(w - y));
}
-ClippingBox RenderItem::CalculateViewportSpaceAABB(const Matrix& modelViewMatrix, const Vector3& size, const int viewportWidth, const int viewportHeight)
+ClippingBox RenderItem::CalculateViewportSpaceAABB(const Matrix& modelViewMatrix, const Vector3& position, const Vector3& size, const int viewportWidth, const int viewportHeight)
{
// Calculate extent vector of the AABB:
const float halfActorX = size.x * 0.5f;
// We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
// We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
// Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
- Vector2 corners[4]{Transform2D(modelViewMatrix, -halfActorX, -halfActorY),
- Transform2D(modelViewMatrix, halfActorX, -halfActorY),
- Transform2D(modelViewMatrix, halfActorX, halfActorY)};
+ Vector2 corners[4]{Transform2D(modelViewMatrix, -halfActorX + position.x, -halfActorY + position.y),
+ Transform2D(modelViewMatrix, halfActorX + position.x, -halfActorY + position.y),
+ Transform2D(modelViewMatrix, halfActorX + position.x, halfActorY + position.y)};
// As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
void RenderItem::operator delete(void* ptr)
{
- gRenderItemPool.Free(static_cast<RenderItem*>(ptr));
+ GetRenderItemPool().Free(static_cast<RenderItem*>(ptr));
+}
+
+uint32_t RenderItem::GetMemoryPoolCapacity()
+{
+ return GetRenderItemPool().GetCapacity();
}
} // namespace SceneGraph